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			398 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Minetest Game API
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=================
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GitHub Repo: https://github.com/minetest/minetest_game
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Introduction
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------------
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The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
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allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
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For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
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Please note:
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	[XYZ] refers to a section the Minetest API
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	[#ABC] refers to a section in this document
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	^ Explanation for line above
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Bucket API
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----------
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The bucket API allows registering new types of buckets for non-default liquids.
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	bucket.register_liquid(
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		"default:lava_source",   -- name of the source node
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		"default:lava_flowing",  -- name of the flowing node
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		"bucket:bucket_lava",    -- name of the new bucket item (or nil if liquid is not takeable)
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		"bucket_lava.png",       -- texture of the new bucket item (ignored if itemname == nil)
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		"Lava Bucket",           -- text description of the bucket item
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		{lava_bucket = 1}        -- groups of the bucket item, OPTIONAL
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	)
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Beds API
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--------
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	beds.register_bed(
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		"beds:bed",                 -- Bed name
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		def: See [#Bed definition]  -- Bed definition
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	)
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	beds.read_spawns()   -- returns a table containing players respawn positions
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	beds.kick_players()  -- forces all players to leave bed
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	beds.skip_night()    -- sets world time to morning and saves respawn position of all players currently sleeping
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#Bed definition
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---------------
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{
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	description = "Simple Bed",
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	inventory_image = "beds_bed.png",
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	wield_image = "beds_bed.png",
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	tiles = {
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	    bottom = {[Tile definition],
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		^ the tiles of the bottom part of the bed
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	    },
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	    top = {[Tile definition],
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		^ the tiles of the bottom part of the bed
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	    }
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	},
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	nodebox = {
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	    bottom = regular nodebox, see [Node boxes],    -- bottm part of bed
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	    top = regular nodebox, see [Node boxes],       -- top part of bed
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	},
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	selectionbox = regular nodebox, see [Node boxes],  -- for both nodeboxes
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	recipe = {                                         -- Craft recipe
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		{"group:wool", "group:wool", "group:wool"},
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		{"group:wood", "group:wood", "group:wood"}
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	}
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}
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Doors API
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---------
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The doors mod allows modders to register custom doors and trapdoors.
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doors.register_door(name, def)
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^ name: "Door name"
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^ def: See [#Door definition]
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 -> Registers new door
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doors.register_trapdoor(name, def)
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^ name: "Trapdoor name"
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^ def: See [#Trapdoor definition]
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 -> Registers new trapdoor
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#Door definition
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----------------
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{
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	description = "Door description",
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	inventory_image = "mod_door_inv.png",
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	groups = {group = 1},
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	tiles_bottom: [Tile definition],
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	^ the tiles of the bottom part of the door {front, side}
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	tiles_top: [Tile definition],
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	^ the tiles of the bottom part of the door {front, side}
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	node_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
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	node_box_top = regular nodebox, see [Node boxes], OPTIONAL,
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	selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
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	selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
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	sound_open_door = sound play for open door, OPTIONAL,
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	sound_close_door = sound play for close door, OPTIONAL,
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	only_placer_can_open = true/false,
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	^ If true, only placer can open the door (locked for others)
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}
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#Trapdoor definition
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----------------
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{
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	tile_front = "doors_trapdoor.png",
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	^ the texture for the front and back of the trapdoor
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	tile_side: "doors_trapdoor_side.png",
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	^ the tiles of the four side parts of the trapdoor
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	sound_open = sound to play when opening the trapdoor, OPTIONAL,
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	sound_close = sound to play when closing the trapdoor, OPTIONAL,
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	-> You can add any other node definition properties for minetest.register_node,
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		such as wield_image, inventory_image, sounds, groups, description, ...
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		Only node_box, selection_box, tiles, drop, drawtype, paramtype, paramtype2, on_rightclick
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		will be overwritten by the trapdoor registration function
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}
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Farming API
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-----------
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The farming API allows you to easily register plants and hoes.
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farming.register_hoe(name, hoe definition)
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 -> Register a new hoe, see [#hoe definition]
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farming.register_plant(name, Plant definition)
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 -> Register a new growing plant, see [#Plant definition]
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#Hoe Definition
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---------------
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{
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	description = "",                      -- Description for tooltip
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	inventory_image = "unknown_item.png",  -- Image to be used as wield- and inventory image
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	max_uses = 30,                         -- Uses until destroyed
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	material = "",                         -- Material for recipes
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	recipe = {                             -- Craft recipe, if material isn't used
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		{"air", "air", "air"},
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		{"", "group:stick"},
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		{"", "group:stick"},
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	}
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}
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#Plant definition
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-----------------
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{
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	description = "",                      -- Description of seed item
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	inventory_image = "unknown_item.png",  -- Image to be used as seed's wield- and inventory image
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	steps = 8,                             -- How many steps the plant has to grow, until it can be harvested
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	^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
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	minlight = 13,                         -- Minimum light to grow
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	maxlight = default.LIGHT_MAX           -- Maximum light to grow
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}
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Screwdriver API
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---------------
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The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
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To use it, add the on_screwdriver function to the node definition.
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on_rotate(pos, node, user, mode, new_param2)
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^ pos: position of the node that the screwdriver is being used on
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^ node: that node
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^ user: the player who used the screwdriver
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^ mode: screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
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^ new_param2: the new value of param2 that would have been set if on_rotate wasn't there
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^ return value: false to disallow rotation, nil to keep default behaviour, true to allow
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 	it but to indicate that changed have already been made (so the screwdriver will wear out)
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^ use on_rotate = screwdriver.disallow to always disallow rotation
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^ use on_rotate = screwdriver.rotate_simple to allow only face rotation
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Stairs API
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----------
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The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
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delivered with Minetest Game, to keep them compatible with other mods.
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stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
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 -> Registers a stair.
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 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
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 -> groups: see [Known damage and digging time defining groups]
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 -> images: see [Tile definition]
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 -> description: used for the description field in the stair's definition
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 -> sounds: see [#Default sounds]
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stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
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 -> Registers a slabs
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 -> subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
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 -> recipeitem: Item used in the craft recipe, e.g. "default:cobble"
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 -> groups: see [Known damage and digging time defining groups]
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 -> images: see [Tile definition]
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 -> description: used for the description field in the stair's definition
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 -> sounds: see [#Default sounds]
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stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)
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 -> A wrapper for stairs.register_stair and stairs.register_slab
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 -> Uses almost the same arguments as stairs.register_stair
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 -> desc_stair: Description for stair node
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 -> desc_slab: Description for slab node
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Xpanes API
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----------
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Creates panes that automatically connect to each other
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xpanes.register_pane(subname, def)
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 -> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
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 -> def: See [#Pane definition]
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#Pane definition
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----------------
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{
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	textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"},
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	^ More tiles aren't supported
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	groups = {group = rating},
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	^ Uses the known node groups, see [Known damage and digging time defining groups]
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	sounds = SoundSpec,
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	^ See [#Default sounds]
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	recipe = {{"","","","","","","","",""}},
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	^ Recipe field only
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}
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Raillike definitions
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--------------------
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The following nodes use the group `connect_to_raillike` and will only connect to
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raillike nodes within this group and the same group value.
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Use `minetest.raillike_group(<Name>)` to get the group value.
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| Node type             | Raillike group name
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+-----------------------+--------------------
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| default:rail          | "rail"
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| tnt:gunpowder         | "gunpowder"
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| tnt:gunpowder_burning	| "gunpowder"
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Example:
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If you want to add a new rail type and want it to connect with default:rail,
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add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
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of your node.
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Default sounds
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--------------
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Sounds inside the default table can be used within the sounds field of node definitions.
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default.node_sound_defaults()
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default.node_sound_stone_defaults()
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default.node_sound_dirt_defaults()
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default.node_sound_sand_defaults()
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default.node_sound_wood_defaults()
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default.node_sound_leaves_defaults()
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default.node_sound_glass_defaults()
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Default constants
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-----------------
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default.LIGHT_MAX
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^ The maximum light level (see [Node definition] light_source)
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Player API
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----------
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The player API can register player models and update the player's appearence
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default.player_register_model(name, def)
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^ Register a new model to be used by players.
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 -> name: model filename such as "character.x", "foo.b3d", etc.
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 -> def: See [#Model definition]
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default.registered_player_models[name]
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^ Get a model's definition
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 -> see [#Model definition]
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default.player_set_model(player, model_name)
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^ Change a player's model
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 -> player: PlayerRef
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 -> model_name: model registered with player_register_model()
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default.player_set_animation(player, anim_name [, speed])
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^ Applies an animation to a player
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 -> anim_name: name of the animation.
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 -> speed: frames per second. If nil, default from the model is used
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default.player_set_textures(player, textures)
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^ Sets player textures
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 -> player: PlayerRef
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 -> textures: array of textures
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 ^ If <textures> is nil, the default textures from the model def are used
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default.player_get_animation(player)
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^ Returns a table containing fields "model", "textures" and "animation".
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^ Any of the fields of the returned table may be nil.
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 -> player: PlayerRef
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Model Definition
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----------------
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{
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	animation_speed = 30,            -- Default animation speed, in FPS.
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	textures = {"character.png", },  -- Default array of textures.
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	visual_size = {x = 1, y = 1},    -- Used to scale the model.
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	animations = {
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		-- <anim_name> = {x = <start_frame>, y = <end_frame>},
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		foo = {x = 0, y = 19},
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		bar = {x = 20, y = 39},
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		-- ...
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	},
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}
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Leafdecay
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---------
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To enable leaf decay for a node, add it to the "leafdecay" group.
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The rating of the group determines how far from a node in the group "tree"
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the node can be without decaying.
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If param2 of the node is ~= 0, the node will always be preserved. Thus, if
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the player places a node of that kind, you will want to set param2=1 or so.
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The function default.after_place_leaves can be set as after_place_node of a node
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to set param2 to 1 if the player places the node (should not be used for nodes
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that use param2 otherwise (e.g. facedir)).
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If the node is in the leafdecay_drop group then it will always be dropped as an
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item.
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Dyes
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----
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To make recipes that will work with any dye ever made by anybody, define
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them based on groups. You can select any group of groups, based on your need for
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amount of colors.
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#Color groups
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-------------
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Base color groups:
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- basecolor_white
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- basecolor_grey
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- basecolor_black
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- basecolor_red
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- basecolor_yellow
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- basecolor_green
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- basecolor_cyan
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- basecolor_blue
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- basecolor_magenta
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Extended color groups (* = equal to a base color):
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* excolor_white
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- excolor_lightgrey
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* excolor_grey
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- excolor_darkgrey
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* excolor_black
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* excolor_red
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- excolor_orange
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* excolor_yellow
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- excolor_lime
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* excolor_green
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- excolor_aqua
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* excolor_cyan
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- excolor_sky_blue
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* excolor_blue
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- excolor_violet
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* excolor_magenta
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- excolor_red_violet
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The whole unifieddyes palette as groups:
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- unicolor_<excolor>
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For the following, no white/grey/black is allowed:
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- unicolor_medium_<excolor>
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- unicolor_dark_<excolor>
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- unicolor_light_<excolor>
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- unicolor_<excolor>_s50
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- unicolor_medium_<excolor>_s50
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- unicolor_dark_<excolor>_s50
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Example of one shapeless recipe using a color group:
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minetest.register_craft({
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	type = "shapeless",
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	output = '<mod>:item_yellow',
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	recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
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})
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#Color lists
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------------
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dye.basecolors
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^ Array containing the names of available base colors
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dye.excolors
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^ Array containing the names of the available extended colors
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Trees
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-----
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default.grow_tree(pos, is_apple_tree)
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^ Grows a mgv6 tree or apple tree at pos
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default.grow_jungle_tree(pos)
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^ Grows a mgv6 jungletree at pos
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default.grow_pine_tree(pos)
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^ Grows a mgv6 pinetree at pos
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default.grow_new_apple_tree(pos)
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^ Grows a new design apple tree at pos
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default.grow_new_jungle_tree(pos)
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^ Grows a new design jungle tree at pos
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default.grow_new_pine_tree(pos)
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^ Grows a new design pine tree at pos
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default.grow_new_acacia_tree(pos)
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^ Grows a new design acacia tree at pos
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